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    1. Communication Management in Virtual Worlds: The Next Challenge Neville Hobson, ABC VP New Marketing, crayon EuroBlog International Research Symposium 2007 Gent, Belgium March 16, 2007
    2. This Is Not About Technology
      • Rapid, disruptive change all around us, largely driven by technology
      • Changing attitudes and mindsets influenced by technology
      • Shifts in trust and increasing demands for transparency facilitated by technology
    3. This Is Not About Technology
      • Relationships
        • Productive
        • Effective
        • Constructive
        • Evolving
        • Engaging
      • Changing Social Behaviours
        • Informality
        • Expressiveness
        • Collaboration
        • Co-creation
        • Sharing
        • Engagement
    4. Seismic Shifts
      • Evolution from read-only to read/write and sharing/giving, aka Web 2.0
        • “ Content creator” and “consumer” are being re-defined
      • Anyone with a point of view can talk with the world
        • Text
        • Audio
        • Video
      • Disrupting traditional businesses and models
      • Changing perceptions of image and reputation
        • Corporate
        • Personal
      • New companies, new ideas, new behaviours appearing to leverage the shifts
    5. The Virtual Landscape
    6. Origins
      • Such worlds began as the modern, interactive equivalents of Nordic myths and Tolkien fantasies
      • They allow participants to escape into their imaginations
      • Designed for deep levels of participation
      • Businesses now paying attention
        • Some participating
    7.  
    8. What is Second Life?
      • Second Life is a 3-D virtual world entirely built and owned by its residents
      • Opened to the public in 2003
      • Explosive growth in past 6 months
      • Today, membership is more than 4.6 million people from around the world
      • Top 5 countries:
        • USA: 31.19%
        • France: 12.73%
        • Germany: 10.46%
        • UK: 8.09%
        • Netherlands: 6.55%
      • Top 4 European countries = 51% of total membership
    9. What is Second Life?
      • A self-sustaining economy, where you can buy and sell goods and services and make real money
      • In November 2006, the first Second Life millionaire emerged, the result of shrewd virtual property dealing
    10. Participating in Second Life
    11.  
    12.  
    13. Why?
    14. Why?
      • The desire to create and develop a personal connection with people (customers, employees and others) in a place where there are no real-world manufacturing or service costs and few barriers to what’s possible
      • It represents a completely new way to interact and communicate with people via the internet
      • Experimenting and learning how to adapt business, marketing and communication models to a new and emerging marketplace
      • Breaking new ground, making connections with many of the early adopters among the Second Life community
    15. Collaboration
      • More than 2,000 IBM employees are members of Second Life
        • Share ideas and work together on projects
      • “ Alumni block parties”
        • Current and former employees get together in ways that would be impractical in the real world
      • Meeting places and technology showcases
        • Experimenting in virtual reality business
      • Set up stores as virtual commerce demonstra-tion projects
        • Circuit City and Sears
    16. Research and Experimentation
      • Starwood Hotels constructs a hotel in Second Life
        • Prototype of new hotel brand: Aloft, to be launched in the real world in 2008
      • Use Second Life scripting language to make objects come to life
        • Sliding doors, lighting controls, etc
      • Create virtual hotel from real architectural plans
        • Plans refined in response to feedback from architects
      • Overall plans adapted in response to feedback from Second Life users
        • Responses actively sought and encouraged
    17. Relationships and Business
      • American Apparel
        • Sells virtual clothing
      • Dell Computer
        • Sells real computers for delivery to your home or office, in the real world
      • Toyota
        • Test drive cars
    18.  
    19.  
    20.  
    21.  
    22. The Virtual Landscape Today
    23. The Transition is Coming
      • If this really is the start of something big, those companies that explore the technology now may be in a better position later, much like the first companies to grasp the importance of the web in the early 1990s
      • The transition is coming, and you may not have as much time as you had with the web to adjust to its impact.
      • Sandy Kearney Director of the Virtual Worlds program IBM
      • Source: CIO Insight, March 1, 2007
      “ ”

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